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Bats


Bats
Bats
Type Monster
Location The Mines & Skull Cavern
Floors See "Variations" table
HP 24, 36, 80, 300,; 268, 277
Damage 06, 07, 15, 30, 13, 14
Defence 1
Speed 3
XP 03, 07, 15, 22

Bats are the valley's most persistent fliers, and they follow the farmer down through every layer of the Mines. A plain Bat guards the dark floors in the thirties, a Frost Bat takes over the ice, a Lava Bat waits on the hot floors near the bottom, and the Iridium Bat rules the deep Skull Cavern. All of them fly straight through rock, arrive from any direction and ignore the walls that shape every other fight. Two hundred bats of any kind earn the Vampire Ring from Gil at the Adventurer's Guild, which drip-feeds health back on every kill and quietly changes how the late game plays. Their wings are a crafting staple as well, which is why most farmers end up grateful for the pests.


Behaviour


A resting bat hangs folded from the ceiling and looks like scenery. Walking near it wakes it, and from then on it hunts. The flight is deliberately awkward to read: sometimes it comes in a straight line, sometimes it swings wide and attacks from the flank, which is how a single bat still manages to land a hit on a well-armed farmer.

Bats also arrive uninvited. A screech announces one that was never on the floor, and it flies in from beyond the edge of the map. Worse are the floors where coloured fog rolls in, because that is a swarm: several of the floor's fliers attack at once from every side. The fog lasts well under a minute and never begins on a floor that is a multiple of five. Drinking Oil of Garlic keeps weaker monsters away for ten minutes, which is the cleanest way to cross those floors in peace. Early in a save, a misty floor with a poor weapon is a good reason to leave by the ladder.

The counter is a sword rather than a club or dagger. A sword's swing covers a wide arc, which suits an enemy that refuses to queue up. Backing away so the whole group gathers on one side turns a scattered swarm into one swing. A heavier weapon flings each bat far enough that the next pass takes longer, and the parry on a sword knocks fliers back without any swing at all.

The deepest Iridium Bats are a special case. Below floor eight hundred and eighty in the Skull Cavern, away from the prehistoric floors, they turn red, carry double health and move much faster, which is the game quietly warning that the descent has gone far enough.

Location


Ordinary Bats hold Mines floors thirty one to thirty nine, and the same bat visits the Wilderness Farm after dark. Frost Bats take the frozen stretch from forty one to seventy nine, sharing it with Dust Sprites and Ghosts. Lava Bats patrol the burning floors from eighty one to the bottom, and they also appear on Skull Cavern floors twenty and forty.

Iridium Bats start at Skull Cavern floor fifty one and keep company with Serpents and Mummies, and they show up on prehistoric floors too. Flipping the Shrine of Challenge on floor one hundred and twenty, or running Mr. Qi's Danger in the Deep order, replaces the first two varieties with dangerous Bats and dangerous Frost Bats on their usual floors.

Drops


Nearly every bat except the iridium kind leaves one or two Bat Wings, and the odds of getting the pair improve with depth. Wings are a crafting material first and a sale item second. Five of them, an Iron Bar and a Refined Quartz make a Lightning Rod, and a few rods on the farm turn storms into Battery Packs while sparing the crops. Ten wings satisfy the Adventurer's Bundle in the Boiler Room, Krobus stocks them on Sundays for anyone short, and the Desert Trader hands over a Butterfly Hutch for two hundred.

Bombs fall from bats often enough to be worth noticing, which effectively pays for part of a Skull Cavern trip. Each variety carries its own Dwarf Scroll, the first from Bats, the second from Frost Bats and the third from Lava Bats, with the fourth scroll far rarer. Donating all four to the Museum earns the Dwarvish Translation Guide. A Rare Disc appears about one bat in a thousand and belongs in the Museum as well.

Iridium Bats drop something else entirely. Up to four Iridium Ore come off almost every kill, with Solar Essence on half of them, and the occasional Battery Pack, Energy Tonic, Life Elixir or Mega Bomb. That turns the deep cavern into a fighting route to iridium rather than a mining one.

Items this monster can drop when it is defeated, with the chance of each.

Item Image Chance
Diamond Diamond 0.05%
Prismatic Shard Prismatic Shard 0.05%

Notes


The Vampire Ring arrives after two hundred kills and restores two health per monster slain, not merely per bat, so it works everywhere afterwards. A second ring stacks the effect, and Marlon sells replacements for 15,000g once the goal is done. Iridium Bat kills count towards the same total.

Bats are the reason a fast sword beats a heavy one for most of the Mines. The Obsidian Edge, found in the chest on floor ninety, swings quickly enough to catch them mid-pass, while a Claymore spends so long recovering that the next bat is already biting.

All Monsters


Every entry in this group, with its key details.

Name Image Location HP Damage
Armored Bug Armored Bug Skull Cavern 1 8
Armored Bug (dangerous) Armored Bug (dangerous) Skull Cavern 250 20-27
Bats Bats The Mines & Skull Cavern 24, 36, 80, 300,; 268, 277 06, 07, 15, 30, 13, 14
Blue Squid Blue Squid The Dangerous Mines 310 18
Bug Bug The Mines 1 8
Bug (dangerous) Bug (dangerous) Dangerous Mines 250 15-16
Carbon Ghost Carbon Ghost Skull Cavern; The Dangerous Mines 190 25
Cave Fly Cave Fly The Mines 22 6
Cave Fly (dangerous) Cave Fly (dangerous) Dangerous Mines 266 13-15
Duggy Duggy The Mines 40 6
Duggy (dangerous) Duggy (dangerous) Dangerous Mines 280 8
Dust Sprite Dust Sprite The Mines 40 6
Dust Sprite (dangerous) Dust Sprite (dangerous) The Mines 280 13-15
Dwarvish Sentry Dwarvish Sentry Volcano Dungeon 300 18
False Magma Cap False Magma Cap Volcano Dungeon 290 15
Ghost Ghost The Mines 96 10
Grub Grub The Mines 20 4
Grub (dangerous) Grub (dangerous) Dangerous Mines 265 12-13
Haunted Skull Haunted Skull Quarry Mine; The Mines random dungeon floors 160 15
Haunted Skull (dangerous) Haunted Skull (dangerous) Dangerous Mines 310 19-26
Hot Head Hot Head Volcano Dungeon 215 18
Iridium Crab Iridium Crab Skull Cavern 240 15
Iridium Golem Iridium Golem Wilderness Farm 430 15
Lava Crab Lava Crab The Mines 120 15
Lava Crab (dangerous) Lava Crab (dangerous) Dangerous Mines 340 19-26
Lava Lurk Lava Lurk Volcano Dungeon 220 15
Magma Duggy Magma Duggy Volcano Dungeon 380 16
Magma Sparker Magma Sparker Volcano Dungeon 310 15
Magma Sprite Magma Sprite Volcano Dungeon 220 15
Metal Head Metal Head The Mines 40 15
Metal Head (dangerous) Metal Head (dangerous) Dangerous Mines 280 19-26
Mummy Mummy Skull Cavern 260 30
Mummy (dangerous) Mummy (dangerous) Skull Cavern 445 38-55
Mutant Fly Mutant Fly Mutant Bug Lair, Skull Cavern 66 12
Mutant Grub Mutant Grub Mutant Bug Lair 100 12
Pepper Rex Pepper Rex Skull Cavern 300 15
Putrid Ghost Putrid Ghost The Dangerous Mines 500 25
Rock Crab Rock Crab The Mines 30 5
Rock Crab (dangerous) Rock Crab (dangerous) Dangerous Mines 272 13
Royal Serpent Royal Serpent Skull Cavern 150 + (50 × tail segments) 32-48
Serpent Serpent Skull Cavern 150 23
Shadow Brute Shadow Brute The Mines 160 18
Shadow Brute (dangerous) Shadow Brute (dangerous) Dangerous Mines 370 22-32
Shadow Shaman Shadow Shaman The Mines 80 17
Shadow Shaman (dangerous) Shadow Shaman (dangerous) Dangerous Mines 310 21-30
Shadow Sniper Shadow Sniper The Mines 300 18
Skeleton Skeleton The Mines 140 10
Skeleton (dangerous) Skeleton (dangerous) Dangerous Mines, Quarry Mine 655 16-18
Skeleton Mage Skeleton Mage Dangerous Mines, Quarry Mine 355 20-25
Slimes Slimes The Mines, Skull Cavern, Quarry Mine, Secret Woods, Tiger Slime Grove, and Volcano Dungeon Varies Varies
Spider Spider The Mines (Shrine ON) 200 15
Squid Kid Squid Kid The Mines 1 18
Squid Kid (dangerous) Squid Kid (dangerous) The Dangerous Mines; Skull Cavern 250 22-32
Stick Bug Stick Bug The Dangerous Mines 700 20
Stone Golem Stone Golem The Mines 45 5
Stone Golem (dangerous) Stone Golem (dangerous) Dangerous Mines 283 13
Truffle Crab Truffle Crab The Farm 30 5
Wilderness Golem Wilderness Golem The Farm 30 5